Trickjump: Difference between revisions

From SMO.wiki
m fix typo
→‎Classifications: Added horizontal trickjump section
Line 6: Line 6:
=== Vertical trickjumps ===
=== Vertical trickjumps ===
Vertical trickjumps involve climbing a very tall ledge all in one sequence of moves. The optimal sequence of moves generally consists of starting with a [[triple jump]], [[Cap throw|cap throwing]] and [[Dive|diving]] into a [[cap bounce]], cap throwing again to stall against the wall, [[Wall jump|wall jumping]], and then finally cap throwing and diving onto the top. For very precise vertical trickjumps, it is often advantageous to perform a down-oriented [[motion throw]] against the wall, since these curve very slightly upward and then back downward during their trajectory, which the wall can intercept at its highest point.
Vertical trickjumps involve climbing a very tall ledge all in one sequence of moves. The optimal sequence of moves generally consists of starting with a [[triple jump]], [[Cap throw|cap throwing]] and [[Dive|diving]] into a [[cap bounce]], cap throwing again to stall against the wall, [[Wall jump|wall jumping]], and then finally cap throwing and diving onto the top. For very precise vertical trickjumps, it is often advantageous to perform a down-oriented [[motion throw]] against the wall, since these curve very slightly upward and then back downward during their trajectory, which the wall can intercept at its highest point.
=== Horizontal trickjumps ===
In contrast to vertical trickjumps, horizontal trickjumps generally involve crossing a gap of some sort. The optimal sequence generally involves performing a triple jump with momentum, cap throwing and diving into a [[Vectoring|vectored]] cap bounce, performing a [[homing cap throw]] followed by a vectored [[cap return spin]], and finally cap throwing and diving onto the target platform. The cap bounce sequence and cap return spin sequence can often swap places.
For certain precise horizontal trickjumps, [[triple throw]] mechanics can be used to ensure that a triple throw is used as the homing cap throw, since triple throws can be homed faster. This often involves intricate setups such as performing a [[roll cancel]] jump to initiate the triple jump at the start of the trickjump, in order to ensure Cappy does not return to Mario until the moment Mario is ready to throw him again.
[[Category:Tricks]]
[[Category:Tricks]]

Revision as of 23:36, 16 July 2023

A trickjump refers to a difficult sequence of moves used to reach one platform or ledge from another without touching the ground in between, and often without relying on external objects. Certain trickjumps have applications for speedrunning, Low%, or other objectives, while others serve no larger purpose and are purely done as isolated challenges.

Classifications

While there is a large variety of trickjumps and many of them blur the lines between categories, trickjumpers often distinguish between loose categories of trickjumps.

Vertical trickjumps

Vertical trickjumps involve climbing a very tall ledge all in one sequence of moves. The optimal sequence of moves generally consists of starting with a triple jump, cap throwing and diving into a cap bounce, cap throwing again to stall against the wall, wall jumping, and then finally cap throwing and diving onto the top. For very precise vertical trickjumps, it is often advantageous to perform a down-oriented motion throw against the wall, since these curve very slightly upward and then back downward during their trajectory, which the wall can intercept at its highest point.

Horizontal trickjumps

In contrast to vertical trickjumps, horizontal trickjumps generally involve crossing a gap of some sort. The optimal sequence generally involves performing a triple jump with momentum, cap throwing and diving into a vectored cap bounce, performing a homing cap throw followed by a vectored cap return spin, and finally cap throwing and diving onto the target platform. The cap bounce sequence and cap return spin sequence can often swap places.

For certain precise horizontal trickjumps, triple throw mechanics can be used to ensure that a triple throw is used as the homing cap throw, since triple throws can be homed faster. This often involves intricate setups such as performing a roll cancel jump to initiate the triple jump at the start of the trickjump, in order to ensure Cappy does not return to Mario until the moment Mario is ready to throw him again.